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Tag Archives: Development

If you’re interested in the technical details around how music apps get made, this is an excellent talk by music technologist Greg Cerveny on creating music apps. He’s interviewed a bunch of developers (including the developers of Patterning, Fugue Machine, Elastic Drums, and me) about their process and their background, and these are the results. Worth a watch!

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A few people mentioned that they wanted to see the technical stuff that I discarded from the last video. I promise nothing, but here it is, sans-Benny Hill theme music.

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I’ve just finished working on Loopy’s audio playback system, which streams the various layers that make up a track from disk. This episode I’m talking about how that works, and how I’m handling quality control.

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Building stuff! I’ve been working on track recording and layering lately. This episode I’m talking about the complexities involved in non-destructive layering, and how I’m making sure everything’s rock-solid via unit testing.

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Not dead, you guys. Just working on something I’m not quite ready to show you yet. It’ll be worth the wait, though.

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Back home again, and working on Loopy Masterpiece’s action infrastructure: this is how Masterpiece’s universal action triggering and sequencing is probably going to function, allowing for a non-destructive workflow and performance automation, among other cool things.

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I’ve been doing some work under the hood this week: working on Loopy Masterpiece’s data model and figuring out how sessions are going to be stored on disk. The answer: Core Data.

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Some more progress on Masterpiece’s prototype, although I got a little tiny bit lost on a tangent. This week I’m talking about graphics performance and reacquainting myself with OpenGL, and affordance in animation. Also, I found an amusing little piece of memorabilia.

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